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Drag ON!

A Drag Queen RPG [demo] made for a public notice promoted by Fortaleza City Council, Brazil.

[🎮🕹️Play the game at https://thiagosena.itch.io/drag-on]


It is a game developed from a public notice in Fortaleza, Brazil. This supposed to be a demo only since the money available was barely enough for this because it was included in the “Newbie” category. It is unfinished due to the Covid pandemic. All this type of government projects was ended.

As a game design of the game, I have the conceptual idea. With that idea, I applied to the public notice and won. After receiving the government money, I had to hire a team to help to develop the project [mandatory action according to the public notice rules]. Thus, I made the mechanics, artistic mood board and documentation to send to the code and art team. After this, I tested everything, asked for changes.

 

As UX/UI I had to do all the menus and think about the player experience. As graphic designer I was responsible for the logos, icons and art for the menus and the respective assets.

 

As producer and project manager I had to be in touch with the team an ensure the deliveries, dead lines and quality. Also, I had to deal with documentation not only for the team, as well feedback about the deliveries and ask for changes, but also to deal with the government. The government ask for some specification about the project and I had to ensure that each aspect should be done and delivered.

 

Dev Blog: https://www.basagames.com.br/

Insta: https://www.instagram.com/readytodragon/

Twitter: https://twitter.com/readytodragon


Project Gallery

Technical Specifications

When

30 May 2020

Whom

VII Arts Public Notice from Fortaleza City Council, Brasil

Roles

Game Designer, Graphic Designer, UX/UI, Producer, Project Manager.

Software

Photoshop, Illustrator, Excel, WhatsApp, OneDrive, Microsoft 365.

Methodology

based on Scrum.

Learnings

With this project I had my first game experience as dev. I learned how to actually do a game design, thinking about all little aspects. I knew how to give direction to the dev team, deal with documentation to them. I had also learned how to deal with the documentation for stakeholders [government]. Thinking about mechanics and playfulness was really helpful. This project gave a sense how important and detailed is a game designer role.

Problems faced?

I had face how to correct give information to the dev team. This happened due to the notion that they should give option and I will decide. Which is a manager way of thinking, how I was a manager at the time. However, I was the game design in a very small team [3-5 person]. So, I should think about everything and give them all the necessary information so they can delivery correctly.

Solutions?

I talked with the team and they oriented me, since they have more experience than me in making games. I was honest about my experience in games. They listened to me and gave me advice and material to watch and read. I made my best and the job was so much easier.

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